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function schedule_draw(state, context) {
if (!state.timers.raf) {
window.requestAnimationFrame(() => draw(state, context));
state.timers.raf = true;
}
}
function draw(state, context) {
state.timers.raf = false;
const gl = context.gl;
const width = window.innerWidth;
const height = window.innerHeight;
const frame_start = performance.now();
const sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
let locations;
let buffers;
gl.viewport(0, 0, context.canvas.width, context.canvas.height);
gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// SDF
locations = context.locations['sdf'];
buffers = context.buffers['sdf'];
gl.useProgram(context.programs['sdf']);
gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height);
gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
gl.uniform1i(locations['u_debug_mode'], context.debug_mode ? 1 : 0);
const static_points = context.static_serializer.offset / config.bytes_per_point;
const dynamic_points = context.dynamic_serializer.offset / config.bytes_per_point;
if (static_points > 0) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed_static']);
gl.enableVertexAttribArray(locations['a_pos']);
gl.enableVertexAttribArray(locations['a_line']);
gl.enableVertexAttribArray(locations['a_color']);
gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0);
gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3);
gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4);
if (context.need_static_allocate) {
console.debug('static allocate');
gl.bufferData(gl.ARRAY_BUFFER, context.static_serializer.size, gl.DYNAMIC_DRAW);
context.need_static_allocate = false;
context.static_upload_from = 0;
context.need_static_upload = true;
}
if (context.need_static_upload) {
console.debug('static upload');
const upload_offset = context.static_upload_from;
const upload_size = context.static_serializer.offset - upload_offset;
gl.bufferSubData(gl.ARRAY_BUFFER, upload_offset, new Uint8Array(context.static_serializer.buffer, upload_offset, upload_size));
context.need_static_upload = false;
context.static_upload_from = context.static_serializer.offset;
}
gl.drawArrays(gl.TRIANGLES, 0, static_points);
}
if (dynamic_points > 0) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed_dynamic']);
gl.enableVertexAttribArray(locations['a_pos']);
gl.enableVertexAttribArray(locations['a_line']);
gl.enableVertexAttribArray(locations['a_color']);
gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0);
gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3);
gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4);
if (context.need_dynamic_upload) {
gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.dynamic_serializer.buffer, 0, context.dynamic_serializer.offset), gl.STATIC_DRAW);
context.need_dynamic_upload = false;
}
gl.drawArrays(gl.TRIANGLES, 0, dynamic_points);
}
const next_tick = () => {
const wait_status = gl.clientWaitSync(sync, 0, 0);
const frame_end = performance.now();
if (wait_status === gl.ALREADY_SIGNALED || wait_status === gl.CONDITION_SATISFIED) {
const frametime_ms = frame_end - frame_start;
gl.deleteSync(sync);
console.debug(frametime_ms);
} else {
setTimeout(next_tick, 0);
}
}
setTimeout(next_tick, 0);
// Images
// locations = context.locations['image'];
// buffers = context.buffers['image'];
// textures = context.textures['image'];
// gl.useProgram(context.programs['image']);
// gl.enableVertexAttribArray(locations['a_pos']);
// gl.enableVertexAttribArray(locations['a_texcoord']);
// gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height);
// gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
// gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
// gl.uniform1i(locations['u_texture'], 0);
// if (context.quad_positions_f32.byteLength > 0) {
// gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_pos']);
// gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 0, 0);
// gl.bufferData(gl.ARRAY_BUFFER, context.quad_positions_f32, gl.STATIC_DRAW);
// gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_texcoord']);
// gl.vertexAttribPointer(locations['a_texcoord'], 2, gl.FLOAT, false, 0, 0);
// gl.bufferData(gl.ARRAY_BUFFER, context.quad_texcoords_f32, gl.STATIC_DRAW);
// }
// const count = Object.keys(textures).length;
// let active_image_index = -1;
// gl.uniform1i(locations['u_outline'], 0);
// for (let key = 0; key < count; ++key) {
// if (textures[key].image_id === context.active_image) {
// active_image_index = key;
// continue;
// }
// gl.bindTexture(gl.TEXTURE_2D, textures[key].texture);
// gl.drawArrays(gl.TRIANGLES, key * 6, 6);
// }
// if (active_image_index !== -1) {
// gl.uniform1i(locations['u_outline'], 1);
// gl.bindTexture(gl.TEXTURE_2D, textures[active_image_index].texture);
// gl.drawArrays(gl.TRIANGLES, active_image_index * 6, 6);
// }
}